SLAMMER - Fast Action SF Skirmish System
Chris & Alex Nicole

Vehicle Rules;

SLAMMER was written for infantry actions. Gamers being what they are, sooner or later someone will want to use a tank. There are any number of excellent game systems for designing and fighting with SF vehicles. Use whatever game system you like best for designing your tank, APC or Mecha. Use the same system for combat between vehicles, but remember that any fights in Slammer will be at very close range.

Where vehicles are used in the game they should be treated as part of the equipment of their team.
For example;
The Imperial Infantry Section is carried in an APC. The APC might have its own crew team of commander, driver and weapon crew. The Infantry section would be treated as passengers.

Alternately the section leader would become the vehicle commander. One of the other figures would be a driver and the support weapon team might operate the carrier's weapons.
While the figures are inside the vehicle, the entire squad is treated as one unit for activation purposes. Once they de-bus they are treated as three teams; though still part of the same section.

Vehicle Movement.

Vehicles have a full move distance of approximately one inch for each mile per hour. This could obviously result in some vehicles being able to cross the table in less than one move, which could present difficulties in play! Bear in mind that there should be few opportunities for a vehicle to reach its full speed. If it is moving flat out it is unlikely to be able to do anything else, i.e. watch out for ambushes or land-mines, dodge obstacles, or engage enemy troops.

Vehicles have a listed combat speed, combat speeds vary with terrain,. This is the maximum distance they can move on the table and still manouvre or react to enemy fire. Most vehicles could move faster upto twice their combat speed on a good surface but won't be able to fire or respond to enemy actions.

When you are setting up a scenario consider the terrain on your table top and note down how badgoing effects vehicles. Unless you plan on surprising your vehicle commanders, assume they know their mounts capabilities and let your players know what to expect if they try driving through the swamp. A (light) GEV may well be able to skim along that canal, but how is it going to climb the steep bank on the other side?

Most vehicles can accelerate by up to half their maximum road speed in one round.
Most ground vehicles can come to a complete halt in one round.
For example;
A Troop Carrier has a listed Road Speed of 40". It starts from halted and accelerates to full speed 40".
On the first round it will accelerate up to half its max speed i.e. 20".
On subsequent rounds it will be at full speed, moving upto 40".

Example: Jeep,
Capacity; One team,
Combat Move;
Fast Wheeled,
Clear
24"
Rough
12"
Woods
12"
Road
40"
Water
N/A
Armour; Soft 1D, Open topped
Size; Small, target modifier +1
Equipment; Crew Weapons.
Notes, Incoming fire hits the Jeep on 1-4 and crew on a 5 or 6.

Dropships and 'Copters

Drop ships and transport choppers could be treated as 'space elevators',
  • They start off table;
  • they arrive at the drop zone in one turn and may be subject to opportunity fire;
  • the doors open and the troops get in or out as fast as they can;
  • The elevator lifts off and leaves the area as fast as it can.
We don't need to plot movement over the table top unless the chopper wants to play battlefield taxi, then it deserves everything it gets!

Vehicle Combat

Vehicles move and fire in their crew's activation phase and may be subject to opportunity fire.
If a tank gun hits a foot soldier the result is fairly predictable. When an infantry team fire at a tank, use Slammer rules to decide whether or not they hit the thing.

Vehicle Size Target Modifier
Very Small: +0 Bikes
Small: +1 Jeeps, Scout Cars, Air Raft
Medium: +2 APC, Light Tank, Truck
Large: +3 MBT, SPG, Lorry, ‘Copter
Huge / Building: +4 Cyber Tank, Aircraft, Dropships.
Flying Vehicle -4  

Vehicle Defence values

Softskin vehicles 1D civilians, jeeps, transport, etc.
Larger softskins 1D+1 lorries, cargo
'Bulletproof' 1D+2 e.g. troop carriers, halftracks, tankettes, MG carriers, most armoured cars and combat aircraft. Also improvised armour and heavy industrial vehicles
Light Tank 2D APC's, Scouts, heavier armoured cars, artillery, SPG's.
Medium Tank 3D IFV's
Heavy Tank 4D Main Battle Tanks
Super-Heavy Tank 5D BOLO, OGRE, Iridium, Assault Tanks

Tank armour is one 'class' less from the side or rear and 'Bulletproof' from the top. i.e. A Heavy tank has medium side and rear armour, and BP top armour.

An attack that does double the armour or more is a vehicle kill.
It lurches to a stop and brews up.
Crew and/or passengers all take a 1D Ex attack.

An attack that beats the vehicles armour - vehicle serious wound (VSW)
Hit vehicles stop if moving. They may move again on the following round.
Hit vehicles may not fire in the round they are hit, (unless they have already fired)
Aircraft abort their mission and head off table.
reduce tank armour by one Die against subsequent attacks.
Treat a VSW as a crew casualty for activation modifiers.
Crew/passengers bail out of a soft skin vehicles.

When damage equals the armour value - vehicle light wounds (VLW)
hit some non-vital or repairable component, eg. Lights, radio, sensors, external stowage, tank riders! etc.
The vehicle can complete its move, but the crew may decide to close up if they aren't already.

Hits that score less than the vehicles armour
have no effect and can be ignored except for under fire activation modifiers.

For example;
A Lazooka (3D attack) opportunity fires and hits a Medium tank (3D armour). the Lazooka rolls 3D and gets a 15, the Tank rolls 3D and gets a 12. The attack is more than the defence but less than twice the defence, this is a 'vehicle serious wound'. The tank stops moving where it was hit. Its armour is reduced to light (2D) against any subsequent attacks. The crew treat the attack as a 'casualty' for Activation modifiers in the folowing round. They may choose to stay with the tank or bug out, particularly if they think they are going to be hit again.

Example Vehicles

Optional Rule
If you wanted more grusome detail, you could work up a location chart for vehicle hits e.g.
1; Fuel/ammo - Explosion as vehicle kill
2; Engine - Vehicle stops, won't move again.
3; Crew hit  
4; Weapon mount. - Weapon out of action
5; Track/Wheel/Drive - Vehicle reduced to walking speed 6"
6; Cargo/Passengers.  
These would vary depending on the type or size of vehicle of course.
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Last updated Sunday, 07 November, 1999